Warhammer 40k D&D 5E – Apothecaries, Chaplains, and Veteran Guard (Hack #3)

Check out the first post for:

  • general rules
  • Corruption ability score
  • new skills
  • a hit selection system
  • races
  • character backgrounds
  • the psyker feat.


See the last post for:

  • the (shared) Resources party attribute
  • the Lucky Bastard feat
  • New martial weapons (chainswords, power swords, lightning claw, power fist, power maul)
  • New ranged weapons (from bolt pistols to long las)
  • New extremis weapons (the iconic bolter, heavy bolter, las cannon, melta, etc.)
  • Power Armor (for space marines, for chaos space marines, for non-space marines, even for xenos!)

 

What’s in this post?

First up we’re covering the “what about healing” issue with the Apothecary Space Marine monk archetype, then what to do about Chaplains, then the Experienced Soldier fighter archetype (which hits medicae, heavy weapons specialists, and technologically-inclined members of the Imperial Guard).

Apothecary Space Marine (Monk)

You are the caretaker of your chapter, ensuring that the proud line of space marines of which you are a part continues on long after the deaths of you and your charges. While you work to save the lives of your Adeptus Astartes companions, your most sacred duty is to acquire and protect the gene seeds from those who have fallen, ensuring they can be used for the creation of future generations of your brethren. All space marine chapters have apothecaries.

Keeper of the Chapter
Unlike other monk player options, you choose this archetype at 2nd level (instead of 3rd) and do not receive a ki pool. You have advantage on Death saving throws and when within 30 feet of a space marine at 0 hit points, are able to spend a bonus action to give them advantage on their next Death saving throw so long as they would otherwise be able to hear you.
     In addition, you gain proficiency with the healer’s kit. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer’s kit to patch a creature up, restoring 1d12 + 4 hit points to it plus additional hit points equal to the creature’s maximum number of Hit Dice. At 6th, 11th, and 17th level, you restore an additional 1d12 hit points (to a maximum of 4d12 + 4 + the creature’s maximum number of hit dice). The creature can’t regain hit points from being patched up again until it finishes a short or long rest.

Narthecium
At 3rd level, your chapter gives you a narthecium, the tool of your trade. It contains various counterseptics, skin patches, transfusions, a practically impregnable strongbox holding stasis tubes for recovering the gene-seed from fallen space marine’s progenoid glands, a high-powered laser scalpel or an adamantine-toothed chainsaw (to cut away armor so that you can treat wounds), and long syringes for utilizing the many drugs stored within. You are able to use your medicio points only while wielding your narthecium and your unarmed strikes only deal your monk damage while using the weapon.

Medicio Points
Also at 3rd level, you gain a number of medicio points equal to your monk level. Whenever you gain a monk level, your pool of medicio points increases by 1. By spending an action, you can expend medicio points to heal a space marine within reach, restoring 10 hit points per medicio point spent. By spending a bonus action, you can heal another type of creature instead with a successful DC 15 Wisdom (Medicine) check, restoring a number of hit points equal to your bonus on the check. You regain medicio points after finishing a short or long rest.

Surgical Combat
Beginning at 6th level, you learn how to best strike a living creature with deadly effectiveness. Once per turn you can deal an extra 1d10 damage to one living creature you hit with melee weapon attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases by 1d10 at 11th and 17th level (to a maximum of 3d10).

Quick Amputation
Also at 11th level, you learn how to quickly and effectively amputate. By spending spending an action working an extremis weapon or your narcethium on an ally space marine that is willing, you can cut off a limb. You have advantage on checks made to install cybernetic limbs.

Biological Dismantler
Starting at 17th level, you always deal the extra damage from Surgical Combat so long as you are targeting a living creature.

Chaplains

Use the cleric class! Take the Life or War domain. 😀

For chaos space marine chaplains, grab the Abyssal domain from the Evil Primer (skin your quasits as servoskulls or daemonic spirits bound to lowly material forms).

Here’s your Crozius (which your GM gives you when they decide you’ve earned it). It does not suffer from the Corruption rules detailed in Warhammer 40k D&D 5E Hack #1.

CROZIUS
Magic weapon, legendary
While wielding this enchanted badge of office and potent magic weapon, your weapon attacks are magical and deal 1d4 force damage per two points of proficiency bonus you possess. You are able to focus your Channel Divinity feature through your crozius. Unless the GM says otherwise, in the hands of any creature other than you the crozius is a normal morning star.

Imperial Guard Veteran (Fighter)

Despite the Imperial Guard’s well-deserved reputation for constantly high fatalities, there are men and women that live long enough to retire from martial service for the Imperium of Mankind. Some of these are masters of battle or have championed combat in one realm or another, but most are from heavy weapons teams, medicae, and technical specialists.

Veteran Knacks
Starting at 3rd level, your experience in the Emperor’s service has taught you the first vital tool for your military trade. Choose either medicae, heavy weapons, or technical specialist. Once chosen, this choice cannot be changed and all of your archetype features are taken from this battlefield focus.

  • Medicae: Combat Medicine. You gain proficiency with the healer’s kit. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer’s kit to patch a creature up, restoring 1d6 + 4 hit points to it plus additional hit points equal to the creature’s maximum number of Hit Dice. At 7th, 10th, 15th, and 18th level, you restore an additional 1d6 hit points (to a maximum of 6d6 + 4 + the creature’s maximum number of hit dice). The creature can’t regain hit points from being patched up again until it finishes a short or long rest.
  • Heavy Weapons: Extremis Wielder. You gain proficiency with one extremis weapon. You must spend a bonus action setting your footing before moving and a reaction settling after moving. When making attack rolls with an extremis weapon, you have disadvantage on your first attack each round if you do not spend a bonus action aiming first.
  • Technical Specialist: Apprentice Technologist. You gain proficiency with Technology. If you are already proficient, you gain advantage on Intelligence (Technology) checks.

Lesser Veteran Knack
At 7th level, your time in the Imperial Guard has garnered another crucial bit of knowledge for your purpose on the battlefield.

  • Medicae: Improved Combat Medicine. You can patch up the same creature twice between short or long rests. In addition, you can awaken an unconscious creature as a bonus action as long as you have a healer’s kit (this does not expend a use of it).
  • Heavy Weapons: Extremis Lugger. You no longer require a bonus action or reaction to move while wielding an extremis weapon. In addition, you gain proficiency in another extremis weapon of your choice.
  • Technical Specialist: Vehicle Operator. You gain proficiencies with two vehicle types of your choice (air, ground, space, water). At 10th and 15th level, you gain proficiency with another type of vehicle or choose a vehicle type you are already proficient with to have advantage on checks where your vehicle tool proficiency applies.

Greater Veteran Knack
Beginning at 10th level, you learn another trick of your role in the Imperial Guard.

  • Medicae: Expert Combat Medicine.  You can patch up the same creature three times between short or long rests and you can do so as a bonus action (instead of an action).
  • Heavy Weapons: Extremis Veteran. You no longer have a disadvantage on your first attack roll each round when using an extremis weapon. In addition, you gain proficiency in another extremis weapon of your choice.
  • Technical Specialist: Make It Work. By spending a bonus action on your turn, you can force a piece of broken equipment to function normally for 1 round. You may only affect any single piece of equipment this way a number of times equal to your Intelligence modifier, after which it is completely destroyed.

Supreme Veteran Knack
At 15th level, you’ve figured out virtually every nuance of your military profession.

  • Medicae: The Guard Never Die. As long as you reach a creature within a few rounds of its death, as an action you can spend 3 uses of a healer’s kit to attempt a DC 17 Wisdom (Medicine) check to revive it. On a success, the creature is restored it to 0 hit points and dying, making its death saving throws with disadvantage. You are only able to use this feature on a creature that has died within a number of rounds equal to your Wisdom modifier (minimum 1).
  • Heavy Weapons: Extremis Endurance. You have advantage on Constitution saving throws and you treat all exremis weapons as if they only weighed 50% less.
  • Technical Specialist: Maximum Range. You double the ranges of all technological weapons and items that you use.

Elite Veteran
Starting at 18th level, you are the best at what you do and new recruits into the Imperial Guard look onto you like you were the God-Emperor himself.

  • Medicae: The Good Stuff. You have access to the best pharmaceuticals the Imperium offers to their soldiers and they keep you in excellent mental shape. Your Intelligence, Wisdom, and Charisma scores all increase by 2 (to a maximum of 20).
  • Heavy Weapons: Extremis Marksman. You have advantage on your first attack roll each round when you are wielding an extremis weapon.
  • Technical Specialist: Instant Recognition. You’ve spent enough time around technology to recognize the general purpose of any technological item you come across. You may not be able to use it (at least not without intense analysis, and even then probably not well) but you can recognize a weapon or data compiler or what have you when you see it, even if it is made by xenos.

Tune in next week for more class archetypes as we fill
out
the heroic (or villainous!) roles for player characters
in the Warhammer 40k D&D 5E Hack! 😀

PS: I’m involved with Frank Mentzer’s Empyrea Kickstarter!!! If you are an OSR or down to see a campaign world that a D&D legend has been crafting for 40 years, you are in for a tremendous treat. 😀
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Street Fighter D&D 5E: Dan!

Welcome to the 17th post for Street Fighter D&D 5E!

If you dig this please comment or share it about or like it or what have you, check out last week’s character (Ibuki!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Requests have poured in so we’ve got a bit of a queue worked up—Abel, T. Hawk, and Necali are on the way. After that though who gets built can be up to you so tell me what to make in a comment somewhere!

Also check out Mists of Akuma! There’s free stuff! ^_^ Thanks for visiting my website!

PS: If you are down for some evil D&D 5E, the Book of Exalted Darkness Kickstarter is $350 from funding (92% of the way there!), has 2 downloadable PDFs on the project page, AND over 125 backers have unlocked the do-gooder Book of Celestial Heroes supplement (new Exemplar class playtest over on World Builder Blog!

BoED Ad Spot 7 on 5eSRD FINAL

Take a look! Worst case scenario you walk away with a free evil adventure module, some vile character options, and the means to make some truly classic heroes. Last week starts tomorrow! 😀

Dan moa Promo.png

Dan

Medium humanoid (soburi), neutral rogue (thief) 5 / fighter (battle master) 8
Armor Class 17 (martial arts stance)
Hit Points 118 (5d8+8d10+52)
Speed 30 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 18 (+4) 18 (+4) 9 (-1) 10 (+0) 19 (+4) 16 (+3) 14 (+2)

Saving Throws Dex +9, Int +4
Skills Athletics +11, Deception +9, Perception +5, Performance +14, Persuasion +9, Stealth +9
Tools calligraphy kit, thieves’ tools
Senses passive Perception 15
Languages Ceram, Soburi (Common)
Challenge 6 (2,300 XP)
Background Feature: Never Stop (Roustabout). Dan’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.

Cunning Action. Dan can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Expertise. Dan gains double his proficiency bonus on Athletics and Performance checks.
Feat: Shameless Combatant (5/long rest). Dan may insult and dishonor one opponent who can hear him as a bonus action, forcing them to make a DC 15 Dignity saving throw. If the target fails, they must approach Dan or one of his allies on their next turn and attack to the best of their abilities.
Feat: Tavern Brawler. Dan is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Dan hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Fighting Style: Dueling. When Dan is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
Know Your Enemy. If Dan spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is his equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (5d10). Dan can use only one maneuver per attack. A superiority die is expended when Dan uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Distracting Strike. When Dan hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of Dan’s next turn.
  • Evasive Footwork. When Dan moves, he can expend one superiority die, rolling the die and adding the number rolled to your AC until he stops moving.
  • Feinting Attack. Dan can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Dan hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Dan adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Dan you until the end of his next turn.
  • Trip Attack. When Dan hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Dan knocks the target prone.

Second-Story Work. Climbing no longer costs Dan extra movement. In addition, when he makes a running jump, the distance he covers increases by 5 feet.
Second Wind. On his turn, Dan can use a bonus action to regain 1d10+8 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Sneak Attack 3d6 (1/turn). Dan deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.
Strongest Stance. Dan uses Charisma to calculate his attack and damage rolls with unarmed strikes, can throw improvised range weapons (1d4, range 20/40, Charisma to calculate attack and damage), changes his AC, and is able to use the Dueling Fighting Style with unarmed strikes.
Unarmed Savant. Dan’s unarmed strike damage increases by one step (to 1d6) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Dan attacks twice when he takes the attack action.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) bludgeoning damage. Once per turn Dan may choose to have this deal force damage instead.
Thrown Object. Ranged Weapon Attack: +9 to hit, range (20/40), one target. Hit: 6 (1d4+4) bludgeoning, piercing, or slashing damage (depending on the type of object).

REACTIONS
Uncanny Dodge. When an attacker that Dan can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

NEW MARTIAL ARTS STANCE:

STRONGEST Stance
Prerequisites: Cha 13, Dignity 13
You believe that (despite being frequently told that a “self-taught” discipline is ridiculous) the best style of martial arts is learned from your own body and you take that confidence into the ring whenever you fight. You gain the following benefits:

  • If you have the Tavern Brawler feat, Martial Arts feature, or Unarmed Savant feature, you may use Charisma when calculating your bonuses to attack and damage with unarmed strikes.
  • Once per turn, you may choose to have one of your unarmed strikes deal force damage as you conjure a small ball of energy you throw at a creature within your reach (this is still considered a melee attack).
  • You are able to throw any object that fits into your hand with impeccable skill, turning it into an improvised thrown weapon (range 20/40) that deals 1d4 damage. You may use Charisma when calculating your bonuses to attack and damage rolls with such improvised weapons.
  • Your armor class becomes 10 + your Dexterity modifier + half your Charisma modifier.
  • You are able to use the Fighting Style: Dueling feature with unarmed strikes.

Unlike other Martial Arts Stances, this feat may only be selected once. After choosing this Martial Arts Stance, you forget any other stances you know and may not learn any other Martial Arts Stances.

————————- REDUCED STATBLOCK ———————–

Dan

Medium humanoid (soburi), neutral rogue 5/fighter 8
Armor Class 17 (martial arts stance)
Hit Points 118 (5d8+8d10+52)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 18 (+4) 18 (+4) 9 (-1) 10 (+0) 19 (+4) 16 (+3) 14 (+2)

Saving Throws Dex +9, Int +4
Skills Athletics +11, Deception +9, Perception +5, Performance +14, Persuasion +9, Stealth +9
Senses passive Perception 15
Languages Ceram, Soburi (Common)
Challenge 6 (2,300 XP)
Background Feature: Never Stop (Roustabout). Dan’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.

Cunning Action. Dan can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Feat: Shameless Combatant (5/long rest). Dan may insult and dishonor one opponent who can hear him as a bonus action, forcing them to make a DC 15 Dignity saving throw. If the target fails, they must approach Dan or one of his allies on their next turn and attack to the best of their abilities.
Feat: Tavern Brawler. When Dan hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Know Your Enemy. If Dan spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is his equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (5d10). Dan can use only one maneuver per attack. A superiority die is expended when Dan uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Distracting Strike. When Dan hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of Dan’s next turn.
  • Evasive Footwork. When Dan moves, he can expend one superiority die, rolling the die and adding the number rolled to your AC until he stops moving.
  • Feinting Attack. Dan can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Dan hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Dan adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Dan you until the end of his next turn.
  • Trip Attack. When Dan hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Dan knocks the target prone.

Second-Story Work. When Dan makes a running jump, the distance he covers increases by 5 feet.
Second Wind (1/short rest). On his turn, Dan can use a bonus action to regain 1d10+8 hit points.
Sneak Attack 3d6 (1/turn). Dan deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

ACTIONS
Multiattack. Dan attacks twice when he takes the attack action.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) bludgeoning damage. Once per turn Dan may choose to have this deal force damage instead.
Thrown Object. Ranged Weapon Attack: +9 to hit, range (20/40), one target. Hit: 6 (1d4+4) bludgeoning, piercing, or slashing damage (depending on the type of object).

REACTIONS
Uncanny Dodge. When an attacker that Dan can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

BUILD NOTES ON DAN

Dan is almost certainly going to be the weakest Street Fighter in this series but I’m quite alright with that. If you want to give him a powerful ability to emulate his (only?) good energy attack, take the Shun Goku Satsu (Raging Demon) feature from Akuma’s Haitoku Prayer Beads, change its damage to force (instead of necrotic), reduce the movement Dan can take before striking to half his speed (15 ft.), remove the ki cost, increase the reach of the attack to 10 ft., and increase his CR by 1.

EDIT: While talking about Dan with moonshadowkati (see below) it occurred to me that making his non-super energy attack available was an easy fix. 😀

⚆ _ ⚆ Controversy! (°ロ°)☝

Redditor moonshadowkati has suggested Dan deserves legitimate monk levels but I remain skeptical. You can check out the reddit thread and weigh in yourself, but here’s what they suggested:

This doesn’t really seem to capture all that is Dan. Rather than Rogue, which doesn’t seem to do much for him, i’d recommend Sun Soul Monk levels instead:

  • Gadouken – Represented by the Sun Soul Monk’s Radiant Sun Bolt ability. This is perfect for Dan, because unlike other beam abilities (Eldritch Blast, Scorching Ray), RSB has a pathetic 30′ range and 1d4+Dex damage. It has a bonus action attack and a Flurry of Blows equivalent; the bonus action might represent EX or Shinkuu Gadouken, while the Flurry of Blows version would do the most damage and cost Ki, thus representing Haoh Gadouken.
  • (S)Hisso Buraiken – With Extra Attack, Action Surge, Battlemaster Maneuvers, and Flurry of Blows, this would be a surprisingly strong alpha strike at the cost of a great many resources.
  • Dankuukyaku – Step of the Wind would be a great way to get him the distance for those flying, leaping kicks.

Street Fighter D&D 5E: Ibuki

Welcome to the 16th post for Street Fighter D&D 5E!

If you dig this please comment or share it about or like it or what have you, check out last week’s character (Cody!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Requests have poured in so we’ve got a bit of a queue worked up—Ibuki, Dan, Abel, T. Hawk, and Necali are on the way. After that though who gets built can be up to you so tell me what to make in a comment somewhere!

Also check out Mists of Akuma! There’s free stuff! ^_^ Thanks for visiting my website!

PS: If you are down for some evil D&D 5E, the Book of Exalted Darkness Kickstarter is 3/4th funded by more than 100 backers and has 2 downloadable PDFs on the project page. Even if you aren’t down for being evil, we’re just a dozen or so pledges from unlocking the do-gooder supplement! Check it out–worst case scenario you’ve got a free evil adventure module and some vile character options for a rainy day of malevolence in the future. 😀

ibuki MoA promo

Ibuki

Medium humanoid (soburi), neutral rogue (ninja) 14 / monk 1
Armor Class 18 (Wisdom, martial arts stance)
Hit Points 97 (15d8+30)
Speed 40 ft. (triple jump distance)

STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 19 (+4) 14 (+2) 14 (+2) 17 (+3) 14 (+2) 13 (+1) 12 (+1)

Saving Throws Dex +9, Int +7
Skills Acrobatics +14 [advantage], Athletics +6, Deception +12, Insight +8, Perception +8 [advantage], Sleight of Hand +14, Stealth +14 [advantage]; minimum d20 roll of 10
Tools disguise kit [advantage; Passive 22], poisoner’s kit, thieves’ tools; minimum d20 roll of 10
Damage Resistances piercing
Senses blindsight 10 ft., passive Perception 23, passive Acrobatics 29, passive Stealth 29
Languages Ceram, Ropa, Soburi (Common)
Challenge 9 (5,000 XP)
Background Feature: Shinobi – Blend In. Ibuki is able to craft a disguise in 1 minute so long as suitable materials are available. This disguise allows her to blend in with her surroundings like camouflage, allowing her to hide without cover in a specific 5 foot square chosen at the time she creates the disguise. Ibuki must be familiar with the location and have appropriate materials on hand (foliage, paint, canvas, etc.) to create this disguise. Once created the disguise weighs 5 lbs. and can be donned as an action or removed as a bonus action.
Basic Ninjutsu. Ibuki can throw three kunai or shuriken when she takes the Attack action on her turn. She gains advantage on checks made to create or maintain a disguise.
Blindsense. When Ibuki is able to hear, she is aware of the location of any hidden or invisible creature within 10 feet of her.
Cunning Action. Ibuki can take a bonus action on each of her turns in combat to take the Dash, Disengage, or Hide action.
Evasion. If Ibuki is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Expertise. Ibuki gains double her proficiency bonus on Acrobatics, Deception, Sleight of Hand, and Stealth checks.
Feat: Mobile. Ibuki’s speed increases by 10 feet, when she uses the Dash action difficult terrain doesn’t cost her extra movement on that turn, and when she makes a melee attack against a creature she doesn’t provoke opportunity attacks from that creature for the rest of the turn (whether she hits or not).
Martial Arts.
Ibuki can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and monk weapons, and she rolls a 1d4 in place of the normal damage of her unarmed strike or monk weapons. In addition, when Ibuki uses the Attack action with an unarmed strike or a monk weapon on her turn, she can make one unarmed strike as a bonus action.
Ninjutsu Adept. Ibuki can attack twice, instead of once, whenever she takes the Attack action on her turn. She gains advantage on Perception checks.
Ninjutsu Novice. Ibuki gains advantage on Stealth checks, is able to run across any surface regardless of whether or not it would support her weight so long as she ends on a square that she is able to stand on. She triples the distance of any jumps she makes.
Reliable Talent. Whenever Ibuki makes an ability check that lets her add her proficiency bonus, she can treat a d20 roll of 9 or lower as a 10.
Sneak Attack 7d6 (1/turn). Ibuki deals an extra 24 (7d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn’t incapacitated and she doesn’t have disadvantage on the attack roll.
Stance of the Striking Serpent (3). Ibuki’s unarmed strikes deal an additional 1d8 piercing damage, she gains advantage on Acrobatics checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist her attempts to grant them the prone condition.
Unarmored Defense. While she isn’t wearing any armor, Ibuki’s Armor Class equals 10 + her Dexterity modifier + her Wisdom modifier + her martial arts stance.
Unarmed Savant. Ibuki unarmed strike damage increases by one step (to 1d6) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. On her turn Ibuki makes two unarmed strikes or three unarmed strikes with her bonus action. Alternatively she can throw six kunai or shuriken.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) piercing damage.
Kunai. Ranged Weapon Attack: +9 to hit, range 30/80, one target. Hit: 6 piercing damage.
Shuriken. Ranged Weapon Attack: +9 to hit, range 20/50, one target. Hit: 5 slashing damage.

REACTIONS
Uncanny Dodge. When an attacker that Ibuki can see hits her with an attack, she can use her reaction to halve the attack’s damage against her.

Notes on Ibuki’s Design

I have been out of the fighting video game loop for a while so was not familiar with Ibuki but when I found out she was a kunai throwing ninja I was like “YES! I HAVE DONE THIS ALREADY!” Mists of Akuma folks–this is what a baddie 15th level ninja looks like! 😀

——————- REDUCED STATBLOCK —————-

Ibuki

Medium humanoid (soburi), neutral rogue (ninja) 14 / monk 1
Armor Class 18 (Wisdom, martial arts stance)
Hit Points 97 (15d8+30)
Speed 40 ft. (triple jump distance)

STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 19 (+4) 14 (+2) 14 (+2) 17 (+3) 14 (+2) 13 (+1) 12 (+1)

Saving Throws Dex +9, Int +7
Skills Acrobatics +14 [advantage], Athletics +6, Deception +12, Insight +8, Perception +8 [advantage], Sleight of Hand +14, Stealth +14 [advantage]; minimum d20 roll of 10
Tools disguise kit [advantage; Passive 22], poisoner’s kit, thieves’ tools; minimum d20 roll of 10
Damage Resistances piercing
Senses blindsight 10 ft., passive Perception 23, passive Acrobatics 29, passive Stealth 29
Languages Ceram, Ropa, Soburi (Common)
Challenge 9 (5,000 XP)
Background Feature: Shinobi – Blend In. Ibuki is able to craft a disguise in 1 minute so long as suitable materials are available. This disguise allows her to blend in with her surroundings like camouflage, allowing her to hide without cover in a specific 5 foot square chosen at the time she creates the disguise. Ibuki must be familiar with the location and have appropriate materials on hand (foliage, paint, canvas, etc.) to create this disguise. Once created the disguise weighs 5 lbs. and can be donned as an action or removed as a bonus action.

Cunning Action. Ibuki can take a bonus action on each of her turns in combat to take the Dash, Disengage, or Hide action.
Evasion. If Ibuki is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Feat: Mobile. When Ibuki uses the Dash action difficult terrain doesn’t cost her extra movement on that turn and when she makes a melee attack against a creature she doesn’t provoke opportunity attacks from that creature for the rest of the turn (whether she hits or not).
Ninjutsu Novice. Ibuki is able to run across any surface regardless of whether or not it would support her weight so long as she ends on a square that she is able to stand on.
Sneak Attack 7d6 (1/turn). Ibuki deals an extra 24 (7d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn’t incapacitated and she doesn’t have disadvantage on the attack roll.
Stance of the Striking Serpent (3). Ibuki gains advantage on checks and saves to avoid the prone condition, and creatures are at disadvantage to resist her attempts to grant them the prone condition.

ACTIONS
Multiattack. On her turn Ibuki makes two unarmed strikes or three unarmed strikes with her bonus action. Alternatively she can throw six kunai or shuriken.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) piercing damage.
Kunai. Ranged Weapon Attack: +9 to hit, range 30/80, one target. Hit: 6 piercing damage.
Shuriken. Ranged Weapon Attack: +9 to hit, range 20/50, one target. Hit: 5 slashing damage.

REACTIONS
Uncanny Dodge. When an attacker that Ibuki can see hits her with an attack, she can use her reaction to halve the attack’s damage against her.

Street Fighter D&D 5E: Cody!

Welcome to the 15th post for Street Fighter D&D 5E!

If you dig this please comment or share it about or like it or what have you, check out last week’s character (Vega!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Requests have poured in so we’ve got a bit of a queue worked up–Ibuki, Dan, Abel, T. Hawk, and Necali are on the way. After that though who gets built can be up to you so tell me what to make in a comment somewhere!

Also check out Mists of Akuma! There’s free stuff! ^_^ Thanks for visiting my website!

PS: If you are down for some evil D&D 5E the Book of Exalted Darkness Kickstarter went live 3 days ago, has funded over 60% with more than $3,000 in pledges from 77 nefarious backers, and there are 2 downloadable PDFs on the project page.

BoED Facebook Ad Evil stuff draft uno.jpg

Take a look! Worst case scenario you walk away with a free evil adventure module and some vile character options. 😀

PPS: I statted out Aku and Samurai Jack for fun earlier this week!

EDIT: A Redditor and Cody-fan (HandicapableShopper) pointed out his lack of knife skills. Fixed! 😀

Cody moa promo.png

Cody

Medium humanoid (soburi), chaotic neutral rogue 8 (thief) / fighter 6 (champion) / barbarian 1
Armor Class 18 (martial arts stance, unarmored defense)
Hit Points 135 (8d8+6d10+1d12+60)
Speed 30 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
17 (+3) 16 (+3) 19 (+4) 13 (+1) 14 (+2) 14 (+2) 8 (-1) 12 (+1)

Saving Throws Dexterity +8, Intelligence +4
Skills Athletics +13, Deception +13, Insight +7, Intimidation +7, Investigation +6, Perception +7, Sleight of Hand +13, Stealth +13
Tools gaming set, disguise kit, thieves’ tools
Damage Resistances bludgeoning
Senses passive Perception 17
Languages Ropa, Soburi (Common)
Challenge 10 (5,900 XP)

Background Feature: Never Stop (Roustabout). Cody’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.
Action Surge. On his turn, Cody can take an additional action on top of his regul
r action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.
Cunning Action. Cody can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Dagger Fighter. Cody is particularly dangerous with a knife in hand, dealing 1d4 extra damage on any attack made with a dagger.
Evasion. If Cody is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Expertise. Cody gains double his proficiency bonus on Athletics, Deception, Sleight of Hand, and Stealth checks.
Fighting Style: Great Weapon Fighting. When Cody rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for him to gain this benefit.
Rage. On his turn, Cody can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor: advantage on Strength checks and Strength saving throws, when he makes a melee weapon attack using Strength he gains a +2 bonus to the damage roll, and he has resistance to bludgeoning, piercing, and slashing damage. His rage lasts for 1 minute. It ends early if Cody is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Blanka can also end his rage on his turn as a bonus action. Once Cody has raged twice he must finish a long rest before he can rage again.
Second-Story Work. Climbing no longer costs Cody extra movement. In addition, when he makes a running jump, the distance he covers increases by 5 feet.
Second Wind. On his turn, Cody can use a bonus action to regain 1d10+6 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Sneak Attack 4d6 (1/turn). Cody deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.
Stance of the Stout Boar (3). Cody’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Tavern Brawler. Cody is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Cody hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Unarmored Defense. While he isn’t wearing any armor, Cody’s Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
Unarmed Savant. Cody’s unarmed strike damage increases by one step (to 1d6) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Cody makes two unarmed strikes, chain, or stone attacks when he attacks and can spend his bonus action to make an additional attack with his chains.
Chain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) magical bludgeoning damage.
Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft. (range 20/40), one target. Hit: 8 (2d4+3) piercing damage.
Unarmed. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d6+1d8+3) bludgeoning damage.
Stone. Ranged Weapon Attack: +8 to hit, range 20/40, one target. Hit: 5 (1d4+3) bludgeoning damage.
Improved Critical. Cody’s weapon attacks score a critical hit on a roll of 19 or 20.

REACTIONS
Uncanny Dodge. When an attacker that Cody can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

Cody’s Chains

Cody has spent so much time in chains that he has become more dangerous with them than without them. When shackled in these chains (which count as a martial two-handed weapon that deals 1d8 bludgeoning damage), Cody can use his martial arts stance with them and spend his cunning action to make an extra attack with his chains, gaining a +1 magical bonus to attack and damage. While in chains he is able to use his cunning action to make a Charisma (Deception) check opposed by the Wisdom (Insight) check of a creature within 15 feet. If he succeeds, he gains advantage against the target and may deal sneak attack damage to it (even if Cody has already dealt sneak attack damage that turn).
Wearing these chains also grants the following features:
Bad Spray. Cody can spend his cunning action to gather grit, dust, sand, dirt, or other material off the ground with his chains, flinging them at his opponent and forcing them to make a DC 16 Constitution saving throw or be blinded for 1 round.
Zonk Knuckle (Recharge 6). Using the momentum granted by pounds of heavy metal, Cody delivers a powerful blow. On a successful hit, he deals 21 (6d6) extra damage with either a chain or unarmed attack.

 

——————— REDUCED STATBLOCK ———————–

 

Cody

Medium humanoid, chaotic neutral rogue 8 / fighter 6 / barbarian 1
Armor Class 18 (martial arts stance, unarmored defense)
Hit Points 135 (8d8+6d10+1d12+60)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
17 (+3) 16 (+3) 19 (+4) 13 (+1) 14 (+2) 14 (+2) 8 (-1) 12 (+1)

Saving Throws Dexterity +8, Intelligence +4
Skills Athletics +13, Deception +13, Insight +7, Intimidation +7, Investigation +6, Perception +7, Sleight of Hand +13, Stealth +13
Tools gaming set, disguise kit, thieves’ tools
Damage Resistances bludgeoning; piercing and slashing while raging
Senses passive Perception 17
Languages Ropa, Soburi (Common)
Challenge 10 (5,900 XP)

Background Feature: Never Stop (Roustabout). Cody’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.
Action Surge (1/short rest). On his turn, Cody can take an additional action on top of his regular action and a possible bonus action.
Cunning Action. Cody can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Cody can also spend his cunning action to make a Charisma (Deception) check opposed by the Wisdom (Insight) check of a creature within 15 feet. If he succeeds, he gains advantage against the target and may deal sneak attack damage to it (even if Cody has already dealt sneak attack damage that turn).
Alternatively, Cody can spend his cunning action to gather grit, dust, sand, dirt, or other material off the ground with his chains, flinging them at his opponent and forcing them to make a DC 16 Constitution saving throw or be blinded for 1 round.
Evasion. If Cody is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Fighting Style: Great Weapon Fighting. When Cody rolls a 1 or 2 on a damage die for an attack he makes with his chain, he can reroll the die and must use the new roll.
Rage (2/long rest). On his turn, Cody can enter a rage as a bonus action. While raging, he gains advantage on Strength checks and Strength saving throws and a +2 bonus to the damage roll when he makes a melee weapon attack using Strength. His rage lasts for 1 minute. It ends early if Cody is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Cody can also end his rage on his turn as a bonus action.
Second-Story Work. When Cody makes a running jump, the distance he covers increases by 5 feet.
Second Wind (1/short rest). On his turn, Cody can use a bonus action to regain 1d10+6 hit points.
Sneak Attack 4d6 (1/turn). Cody deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.
Stance of the Stout Boar (3). Cody may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him to move.

ACTIONS
Multiattack. Cody makes two unarmed strikes, chain, dagger, or stone attacks when he attacks and can spend his bonus action to make an additional attack with his chains. Cody’s weapon attacks score a critical hit on a roll of 19 or 20.
Chain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) magical bludgeoning damage.
Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft. (range 20/40), one target. Hit: 8 (2d4+3) piercing damage.
Unarmed. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d6+1d8+3) bludgeoning damage.
Stone. Ranged Weapon Attack: +8 to hit, range 20/40, one target. Hit: 5 (1d4+3) bludgeoning damage.
Zonk Knuckle (Recharge 6). Using the momentum granted by pounds of heavy metal, Cody delivers a powerful blow. On a successful hit, he deals 21 (6d6) extra damage with either a chain or unarmed attack.

REACTIONS
Uncanny Dodge. When an attacker that Cody can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

Street Fighter D&D 5E: Vega

Welcome to the 14th post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s character (Guile!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Requests have poured in so we’ve got a bit of a queue worked up–Cody, Ibuki, Dan, and Abel are on the way. After that though who gets built can be up to you so tell me what to make in a comment somewhere!

Also check out Mists of Akuma! There’s free stuff! ^_^ Thanks for visiting my website!

PS: If you are down for some evil, the Book of Exalted Darkness launches on Tuesday with 2 free PDFs so stay tuned!

EDIT: Redditors (a grand total of 3 now) have asked for shortened statblocks and since I’m probably going to make a free fan-product PDF of all these eventually (and it’ll save me some work down the line) why not? I’ll slowly start updating the older statblocks and moving forward will be adding on Reduced Statblocks (like the one below :D) at the end of every Street Fighter D&D 5E post!

Vega MoA Promo.png

Vega

Medium humanoid (soburi), neutral rogue (thief) 5 / monk (martial artist) 11
Armor Class 20 (Wisdom, stances)
Hit Points 120 (16d8+48)
Speed 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 17 (+3) 13 (+1) 16 (+3) 18 (+4)

Saving Throws Dex +10, Int +6
Skills Acrobatics +15, Athletics +7, Deception +14, Insight +8, Perception +8, Performance +9, Stealth +10
Tools disguise kit, poisoner’s kit, thieves’ tools
Damage Resistances acid, bludgeoning, piercing, slashing
Condition Immunities disease, poisoned
Senses passive Perception 18
Languages Ropa, Soburi (Common)
Challenge 13 (10,000 XP)

Background Feature: Shinobi – Blend In. Vega is able to craft a disguise in 1 minute so long as suitable materials are available. Spending an hour or more crafting a disguise grants him advantage on the check. This disguise allows Vega to blend in with his surroundings like camouflage, allowing him to hide without cover in a specific 5 foot square chosen at the time he creates the disguise. Vega must be familiar with the location and have appropriate materials on hand (foliage, paint, canvas, etc.) to create this disguise. Once created the disguise weighs 5 lbs. and can be donned as an action or removed as a bonus action.
Cunning Action. Vega can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action.
Evasion. If Vega is subjected to an effect that allows his to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Expertise. Vega’s proficiency bonus is doubled for any ability check he makes that uses Acrobatics or Deception.
Fast Hands. Vega can use the bonus action granted by his Cunning Action to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Ki (11 points). Vega harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Flurry of Blows. Immediately after Vega takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Vega can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Vega can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Vega can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts. Vega can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d8 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Vega uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Purity of Body. Vega’s mastery of the ki flowing through his makes him immune to disease and poison.
Second-Story Work. Climbing no longer costs Vega extra movement. In addition, when he makes a running jump, the distance he covers increases by 5 feet.
Sneak Attack 3d6 (1/turn). Vega deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.
Stance Scion. Vega has learned 3 martial arts stances from his monk training and is able to simultaneously utilize up to 3 at once.
Stance of the Tiger’s Claw (3). Vega’s unarmed strikes deal an additional 1d8 slashing damage and he gains resistance to slashing damage. He gains advantage on Intimidation checks and checks made to disarm a foe or avoid being disarmed. In addition, Vega may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 16 Wisdom saving throw resists the effect. He cannot use this feature again until he has completed a long rest.
Stance of the Striking Serpent (3). Vega’s unarmed strikes deal an additional 1d8 piercing damage, he gains advantage on Acrobatics checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist his attempts to grant them the prone condition.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Vega’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Vega’s speed increases by 20 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.
Unarmed Savant. Vega’s unarmed strike damage increases by one step (to 1d10) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Vega makes two unarmed strikes when he attacks and can spend a bonus action to attack 3 times.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) magical bludgeoning damage plus 4 (1d8) piercing damage and 9 (1d8+5) slashing damage.

REACTIONS
Deflect Missile. Vega can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 24 (1d10+2d8+10).
Uncanny Dodge. When an attacker that Vega can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

 

VEGA’S CLAW

Wondrous item, legendary
The weapon Vega wears strapped to his arm has been there for years and he knows how to use the ki that has accrued inside to deadly effect. When wearing this item, Vega cannot wield another item in that hand but gains a climb speed equal to his speed (able to climb any surface) and he deals 5 additional slashing damage with his unarmed attacks.

VEGA’S MASK

Wondrous item, legendary
While wearing the mask he’s kept since his youth to protect his face from battle damage, Vega gains resistance to acid and bludgeoning. In addition, he is able to use his cunning action to make a Charisma (Deception) check opposed by the Wisdom (Insight) check of a creature within 15 feet. If he succeeds, he gains advantage against the target and may deal sneak attack damage to it (even if Vega has already dealt sneak attack damage that turn).

 

——-REDUCED STATBLOCK——-

Vega

Medium humanoid (soburi), neutral rogue 5/monk 11
Armor Class 20 (Wisdom, stances)
Hit Points 120 (16d8+48)
Speed 50 ft., climb 50 ft., jump +5 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 17 (+3) 13 (+1) 16 (+3) 18 (+4)

Saving Throws Dex +10, Int +6
Skills Acrobatics +15 (Advantage), Athletics +7, Deception +14, Insight +8, Intimidation +4 (Advantage), Perception +8, Performance +9, Stealth +10
Tools disguise kit, poisoner’s kit, thieves’ tools
Damage Resistances acid, bludgeoning, piercing, slashing
Condition Immunities disease, poisoned
Senses passive Perception 18
Languages Ropa, Soburi (Common)
Challenge 13 (10,000 XP)

Background Feature: Shinobi – Blend In. Vega is able to craft a disguise in 1 minute so long as suitable materials are available. Spending an hour or more crafting a disguise grants him advantage on the check. This disguise allows Vega to blend in with his surroundings like camouflage, allowing him to hide without cover in a specific 5 foot square chosen at the time he creates the disguise. Vega must be familiar with the location and have appropriate materials on hand (foliage, paint, canvas, etc.) to create this disguise. Once created the disguise weighs 5 lbs. and can be donned as an action or removed as a bonus action.
Cunning Action. Vega can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
While wearing his mask he is able to use his cunning action to make a Charisma (Deception) check opposed by the Wisdom (Insight) check of a creature within 15 feet. If he succeeds, he gains advantage against the target and may deal sneak attack damage to it (even if Vega has already dealt sneak attack damage that turn).
Evasion. If Vega is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Ki (11 points). 

  • Flurry of Blows. Immediately after Vega takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Vega can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Vega can spend 1 ki point as a bonus action on his turn to double his jump distance for the turn.
  • Stunning Attack. Vega can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack (DC 16 Constitution saving throw or be stunned until the end of his next turn).

Sneak Attack 3d6 (1/turn). Vega deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.
Stance of the Tiger’s Claw (3). Vega gains advantage on checks made to disarm a foe or avoid being disarmed. In addition, he may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 16 Wisdom saving throw resists the effect. He cannot use this feature again until he has completed a long rest.
Stance of the Striking Serpent (3). Vega has advantage on saves to avoid the prone condition and creatures are at disadvantage to resist his attempts to grant them the prone condition.
Unarmored Movement. Vega is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. Vega makes two unarmed strikes when he attacks, can spend a bonus action to attack 3 times, or 1 ki and bonus action to attack 4 times.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (1d10+2d8+10) magical bludgeoning, piercing, and slashing damage.

REACTIONS
Deflect Missile. Vega can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 24 (1d10+2d8+10).
Uncanny Dodge. When an attacker that Vega can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

Street Fighter D&D 5E: Guile

Welcome to the 13th post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s character (Blanka!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Next week I’m not sure who I’ll be putting up (maybe Vega?) but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

Also check out Mists of Akuma! There’s free stuff! ^_^ (and if you like the free stuff, 3 adventures were just released in print and PDF, each with substantial previews!) Thanks for visiting my website!

EDIT: I’ve heard it from multiple sources in multiple places and apparently folks are playing Guile’s stage’s song while reading this blog post. I fully support this. Extended version here (link thanks to Ed the Bard!)

guile moa promo

Guile

Medium humanoid (human), lawful good fighter (battle master) 16
Armor Class 20 (leather, martial arts stances)
Hit Points 172 (16d10+80)
Speed 30 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 18 (+4) 20 (+5) 15 (+1) 15 (+2) 15 (+2) 16 (+3) 12 (+1)

Saving Throws Str +10, Con +10
Skills Athletics +10, Insight +7, Intimidation +7, Perception +7
Tools gaming set, vehicle (land)
Damage Resistances bludgeoning, thunder
Senses passive Perception 17
Languages Ceramian, Ropaeo, Soburi (Common)
Challenge 12 (8,400 XP)

Action Surge. On his turn, Guile can take an additional action on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.
Background Feature: Military Rank (Soldier). Guile has a military rank of Sergeant from his career as a soldier. Soldiers loyal to his former military organization still recognize his authority and influence, and they defer to his if they are of a lower rank. Guile can invoke his rank to exert influence over other soldiers and requisition simple equipment for temporary use. Guile can also usually gain access to friendly military encampments and fortresses where rank is recognized.
Fighting Style: Archery. Guile gains a +2 bonus to attack rolls he makes with ranged weapons.
Indomitable. Guile can reroll a saving throw that he fails. If he does so, he must use the new roll. Guile can use this feature twice before he requires a long rest to replenish it.
Know Your Enemy. If Guile spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (6d10). Guile knows the following maneuvers. He can use only one maneuver per attack. A superiority die is expended when Guile uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Distracting Strike. When Guile hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of Guile’s next turn.
  • Evasive Footwork. When Guile moves, he can expend one superiority die, rolling the die and adding the number rolled to your AC until he stops moving.
  • Goading Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Guile adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Guile you until the end of his next turn.
  • Maneuvering Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Guile’s attack.
  • Rally. On his turn, Guile can use a bonus action and expend one superiority die to bolster the resolve of one of his companions. When he does so, he chooses a friendly creature who can see or hear him. That creature gains temporary hit points equal to the superiority die roll + 2.
  • Riposte. When a creature misses Guile with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, Guile adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Guile hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number he rolls on his superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Guile knocks the target prone.

Relentless. When Guile rolls initiative and has no superiority dice remaining, he regains 1 superiority die.
Second Wind. On his turn, Guile can use a bonus action to regain 1d10+15 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Stance of the Bellowing Gale (2). Guile’s unarmed strikes deal an additional 1d6 thunder damage (this damage is not multiplied on a critical hit), he gains resistance to thunder damage, and once per turn he may move a target he hits with a melee attack up to 10 feet directly away from him (regardless of the target’s size).
Stance of the Stout Boar (3). Guile’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Tavern Brawler. Guile is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Guile hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Unarmed Savant. Guile’s unarmed strike damage increases by one step as shown in the Martial Arts column of the Monk table (to 1d6) and he gains proficiency in Athletics.

ACTIONS
Multiattack. Guile attacks three times when he takes the Attack action. He may attack with his off-hand as a bonus action (as per two weapon fighting) but does not gain his Strength bonus to damage (+5) when doing so.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d6+1d8+5) bludgeoning damage plus 3 (1d6) thunder damage. Guile does not deal thunder damage on critical hits.
Combat Pistol*. Ranged Weapon Attack: +11 to hit, range 100/400, one target. Hit: 11 (2d6+4) bludgeoning and piercing damage.

The combat pistol has the ammunition, autofire (bonus action to make an additional attack with disadvantage), and reload (20 shots) properties and has been sourced from Hypercorps 2099 (5e).

 

GUILE’S BOOTS

Wondrous item, legendary
Guile’s got the same pair of boots issued to him when he joined the ranks of the military. After shedding the blood of countless soldiers across the world they have accrued power, granting Guile the following features:
Flash Kick. Guile can spend a bonus action to go to a knee. Once he has taken a knee, the next attack Guile makes is a flash kick maneuver that adds +1d10 (his superiority die) to both attack and damage (without expending one). On a successful hit, the target makes a DC 18 Strength saving throw or is pushed away 10 feet and knocked prone.
Sonic BOOM! Guile can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Guile can unleash a sonic boom that travels 100 feet in a 5-ft.-line. Any creature in the path of the sonic boom takes 88 (16d10) thunder damage. A DC 18 Dexterity saving throw halves this damage.

Notes on Guile’s Build

Guile is a straight up fighter dipping into the world of martial arts and he’s going to feel it when facing off against a proper martial artist–he’ll take more hits and suffer in the fight, but he’s got more tricks up his sleeve and for a bare-knuckle army-brawling boxer I feel like it’s a solid fit. If you’re thinking “I want the players to run into the biggest badasses drinking in the bar”, grab this and Balrog and you should be set. 😀

————– REDUCED STATBLOCK —————-

Guile

Medium humanoid (human, soburi), lawful good fighter 16
Armor Class 20 (leather, martial arts stances)
Hit Points 172 (16d10+80)
Speed 30 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 18 (+4) 20 (+5) 15 (+1) 15 (+2) 15 (+2) 16 (+3) 12 (+1)

Saving Throws Str +10, Con +10
Skills Athletics +10, Insight +7, Intimidation +7, Perception +7
Tools gaming set, vehicle (land)
Damage Resistances bludgeoning, thunder
Senses passive Perception 17
Languages Ceramian, Ropaeo, Soburi (Common)
Challenge 12 (8,400 XP)

Action Surge (1/short rest). On his turn, Guile can take an additional action on top of his regular action and a possible bonus action.
Indomitable (2/long rest). Guile can reroll a saving throw that he fails. If he does so, he must use the new roll.
Know Your Enemy. If Guile spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (6d10). Guile can use only one maneuver per attack. A superiority die is expended when Guile uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Distracting Strike. When Guile hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of Guile’s next turn.
  • Evasive Footwork. When Guile moves, he can expend one superiority die, rolling the die and adding the number rolled to your AC until he stops moving.
  • Goading Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Guile adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Guile you until the end of his next turn.
  • Maneuvering Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Guile’s attack.
  • Rally. On his turn, Guile can use a bonus action and expend one superiority die to bolster the resolve of one of his companions. When he does so, he chooses a friendly creature who can see or hear him. That creature gains temporary hit points equal to the superiority die roll + 2.
  • Riposte. When a creature misses Guile with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, Guile adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Guile hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number he rolls on his superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Guile knocks the target prone.

Relentless. When Guile rolls initiative and has no superiority dice remaining, he regains 1 superiority die.
Second Wind (1/short rest). On his turn, Guile can use a bonus action to regain 1d10+15 hit points.
Stance of the Bellowing Gale (2). Guile’s unarmed strikes deal an additional 1d6 thunder damage (this damage is not multiplied on a critical hit) and once per turn he may move a target he hits with a melee attack up to 10 feet directly away from him (regardless of the target’s size).
Stance of the Stout Boar (3). Guile may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him to move.
Tavern Brawler. When Guile hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.

ACTIONS
Multiattack. Guile attacks three times when he takes the Attack action. He may attack with his off-hand as a bonus action (as per two weapon fighting) but does not gain his Strength bonus to damage (+5) when doing so.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d6+1d8+5) bludgeoning damage plus 3 (1d6) thunder damage. Guile does not deal thunder damage on critical hits.
Combat Pistol*. Ranged Weapon Attack: +11 to hit, range 100/400, one target. Hit: 11 (2d6+4) bludgeoning and piercing damage.
Flash Kick. Guile can spend a bonus action to go to a knee. Once he has taken a knee, the next attack Guile makes is a flash kick maneuver that adds +1d10 (his superiority die) to both attack and damage (without expending one). On a successful hit, the target makes a DC 18 Strength saving throw or is pushed away 10 feet and knocked prone.
Sonic BOOM! Guile can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Guile can unleash a sonic boom that travels 100 feet in a 5-ft.-line. Any creature in the path of the sonic boom takes 88 (16d10) thunder damage. A DC 18 Dexterity saving throw halves this damage.

Street Fighter D&D 5E: Blanka!

Welcome to the 12th post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s post (making better use of these NPCs) or the last character (Ryu!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Next week I’m not sure who I’ll be putting up but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

Also check out Mists of Akuma! There’s free stuff! 😀 Thanks for visiting my website!

blanka moa promo.png

BLANKA

Medium humanoid (soburi), neutral good barbarian (path of the faded) 8/freak (hulking)^ 8
Armor Class 23 (Constitution, 3 natural, 2 martial arts stances)
Hit Points 167 (9d12+7d10+2d4+72)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 18 (+4) 18 (+4) 11 (+0) 13 (+1) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Str +9, Con +9
Skills Athletics +9 (+14 to jump*), Intimidation +6, Perception +6, Stealth +9, Survival +6
Damage Resistances lightning; bludgeoning, piercing, and slashing when raging
Condition Immunities diseases, frightened
Senses passive Perception 16
Languages Common (Soburi), Undercommon
Challenge 13 (10,000 XP)

Background Feature: Indomitable Spirit (Pragmatist). Whenever Blanka’s Haitoku score increases, he receives a Dignity saving throw against a DC equal to his current Haitoku score. On a successful save he may either avoid increasing his Haitoku score or avoid decreasing his Dignity score (but not both).
Bulk Mutations. Blanka’s natural armor bonus to AC increases by 2 and his carrying capacity doubles. In addition, he gains 2d4 hit dice.
Danger Sense. Blanka has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Faded.  For the duration of his rage, whenever Blanka takes damage from a creature that is within 5 feet of him, that creature takes 5 lightning damage. When his rage ends, Blanka suffers a level of the misted condition. These levels of the misted condition dissipate at a rate of one level per long rest and they cannot trigger his death and transformation into adeddo-oni; instead, any misted levels beyond the 7th count as levels of exhaustion that are removed when Blanka takes a long rest.
Fast Movement. Blanka’s speed increases by 10 feet while he isn’t wearing heavy armor.
Fearless. Blanka cannot be frightened.
Feral Instinct. Blanka’s instincts are so honed that he has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Freakish Deformity. Blanka gains a +1 natural armor bonus to AC. While his skin or face are revealed, he suffers disadvantage on Charisma ability checks against humanoids that do not have a freakish deformity. The only exception to this rule are Intimidation checks, which he always makes with advantage.
Hardened Organs. Blanka only requires half as much food and water as normal, he has advantage when making saving throws against dehydration or starvation, and he gains immunity to disease.
Indomitable. Blanka can reroll a saving throw that he fails, but he must use the new roll. He must finish a short rest before he can use this feature again.
Mindless Rage. Blanka can’t be charmed or frightened while raging. If he is charmed or frightened when he enters his rage, the effect is suspended for the duration of the rage.
Radiation Tolerance. Blanka has advantage on saving throws against radiation and treats any radiation level at half value.
Rage. On his turn, Blanka can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor: advantage on Strength checks and Strength saving throws, when he makes a melee weapon attack using Strength he gains a +2 bonus to the damage roll, and he has resistance to bludgeoning, piercing, and slashing damage. His rage lasts for 1 minute. It ends early if Blanka is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Blanka can also end his rage on his turn as a bonus action. Once Blanka has raged three times, he must finish a long rest before he can rage again.
Reckless Attack. When Blanka makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Stance of the Tiger’s Claw (2). Blanka’s unarmed strikes deal an additional 1d6 slashing damage (this damage is not multiplied on a critical hit.) He gains advantage on Intimidation checks and checks made to disarm a foe or avoid being disarmed. In addition, Blanka may roar as a bonus action to give enemies within 20 feet of you the frightened condition for 1d4 rounds; a DC 17 Wisdom saving throw resists the effect. He cannot use this feature again until he has completed a long rest.
Stance of the Furious Storm (1). Blanka’s unarmed strikes deal an additional 1d4 lightning damage (this damage is not multiplied on a critical hit) and he gains resistance to lightning damage.
Tavern Brawler. Blanka is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Blanka hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Unarmored Defense. While he isn’t wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
Unarmed Savant. Blanka’s unarmed strike damage increases by one step (to 1d6) due to his soburi heritage and she gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Blanka makes three unarmed strikes when he attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) slashing damage plus 2 (1d4) lightning damage.

^The Freak class appears in 2099 Wasteland, a post-apocalyptic science fiction campaign setting generator being published by Legendary Games (free stuff here).
*Blanka gets proficiency in Athletics through *multiple* routes and in cases like this, I tend to give a player the bonus because I feel bad that it comes up repeatedly (so he effectively gains expertise with Athletics checks made to jump).
EDIT: 2099 Wasteland went live late on Friday night and the full Freak class rules are included in the (free) 41 page preview PDF. 

BLANKA’S SHACKLES

Wondrous item, legendary
Blanka still wears the metal that clasped his ankles and imprisoned him during the experimentation that changed him into the freakish monster he is now. In addition to changing the damage from his Faded feature from necrotic to lightning, they grant him the following features:
Electric Thunder. While raging, when attacked Blanka can spend his reaction to curl to his knees and focus his biomechanical energies, roiling his body with a surge of powerful electricity. Until the start of his next turn, attacks made against him have advantage but all creatures and objects that start their turn within 5 feet of Blanka or pass within 5 feet of Blanka take (22) 5d8 lightning damage.
Rolling Attack. When Blanka moves at least 10 feet in a straight line immediately before attacking a creature with his unarmed strike, he gains a +5 bonus to the attack’s damage roll and pushes the target up to 10 feet away from him if Blanka successfully shoves.

Notes on Blanka’s Design

Originally I was going to go with a barbarian/rogue build but then I was like “! I literally have a thing for characters exactly like this!” so I went with freak instead. The playtest rules for the class are here but the shiney polished version is (or will soon be) available in 2099 Wasteland.
CR REVISIONS
Finally figured out I was messing up my challenge ratings! Class level NPCs ignore proficiency in their calculations. Blanka is noteworthy for his CR change for two reasons: resistance to weapon damage and a killer AC, so though his damage output is fairly low (roughly 71) he gets a sizable bump for durability.

————- REDUCED STATBLOCK —————

BLANKA

Medium humanoid (soburi), neutral good barbarian 8/freak 8
Armor Class 23 (Constitution, 3 natural, 2 martial arts stances)
Hit Points 167 (9d12+7d10+2d4+72)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 18 (+4) 18 (+4) 11 (+0) 13 (+1) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Str +9, Con +9
Skills Athletics +9 (+14 to jump*), Intimidation +6, Perception +6, Stealth +9, Survival +6
Damage Resistances lightning; bludgeoning, piercing, and slashing when raging
Condition Immunities diseases, frightened; charmed (while raging)
Senses passive Perception 16
Languages Common (Soburi), Undercommon
Challenge 13 (10,000 XP)

Background Feature: Indomitable Spirit (Pragmatist). Whenever Blanka’s Haitoku score increases, he receives a Dignity saving throw against a DC equal to his current Haitoku score. On a successful save he may either avoid increasing his Haitoku score or avoid decreasing his Dignity score (but not both).
Bulk Mutations. Blanka’s carrying capacity doubles and he gains 2d4 hit dice.
Danger Sense. Blanka has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Faded.  For the duration of his rage, whenever Blanka takes damage from a creature that is within 5 feet of him, that creature takes 5 lightning damage. When his rage ends, Blanka suffers a level of the misted condition. These levels of the misted condition dissipate at a rate of one level per long rest and they cannot trigger his death and transformation into adeddo-oni; instead, any misted levels beyond the 7th count as levels of exhaustion that are removed when Blanka takes a long rest.
Feral Instinct. Blanka’s instincts are so honed that he has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Freakish Deformity. Blanka gains a +1 natural armor bonus to AC. While his skin or face are revealed, he suffers disadvantage on Charisma ability checks against humanoids that do not have a freakish deformity. The only exception to this rule are Intimidation checks, which he always makes with advantage.
Indomitable (1/short rest). Blanka can reroll a saving throw that he fails, but he must use the new roll.
Radiation Tolerance. Blanka has advantage on saving throws against radiation and treats any radiation level at half value.
Rage. On his turn, Blanka can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor: advantage on Strength checks and Strength saving throws, when he makes a melee weapon attack using Strength he gains a +2 bonus to the damage roll, and he has resistance to bludgeoning, piercing, and slashing damage. His rage lasts for 1 minute. It ends early if Blanka is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Blanka can also end his rage on his turn as a bonus action. Once Blanka has raged three times, he must finish a long rest before he can rage again.
Reckless Attack. When Blanka makes his first attack on his turn, he can gain advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Stance of the Tiger’s Claw (2). Blanka’s unarmed strikes deal an additional 1d6 slashing damage (this damage is not multiplied on a critical hit.) He gains advantage on Intimidation checks and checks made to disarm a foe or avoid being disarmed. In addition, Blanka may roar as a bonus action to give enemies within 20 feet of you the frightened condition for 1d4 rounds; a DC 17 Wisdom saving throw resists the effect. He cannot use this feature again until he has completed a long rest.
Stance of the Furious Storm (1). Blanka’s unarmed strikes deal an additional 1d4 lightning damage (this damage is not multiplied on a critical hit) and he gains resistance to lightning damage.
Tavern Brawler. When Blanka hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.

ACTIONS
Multiattack. Blanka makes three unarmed strikes when he attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) slashing damage plus 2 (1d4) lightning damage.
Electric Thunder. While raging, when attacked Blanka can spend his reaction to curl to his knees and focus his biomechanical energies, roiling his body with a surge of powerful electricity. Until the start of his next turn, attacks made against him have advantage but all creatures and objects that start their turn within 5 feet of Blanka or pass within 5 feet of Blanka take (22) 5d8 lightning damage.
Rolling Attack. When Blanka moves at least 10 feet in a straight line immediately before attacking a creature with his unarmed strike, he gains a +5 bonus to the attack’s damage roll and pushes the target up to 10 feet away from him if Blanka successfully shoves.